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<a href="#pub-types">Public 类型</a> &#124;
<a href="#pub-methods">Public 成员函数</a> &#124;
<a href="#pro-methods">Protected 成员函数</a> &#124;
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<p>游戏世界  
 <a href="class_game_world.html#details">更多...</a></p>

<p><code>#include &lt;<a class="el" href="_game_world_8h_source.html">GameWorld.h</a>&gt;</code></p>
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类 GameWorld 继承关系图:</div>
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<area href="class_non_copyable.html" title="不可拷贝对象的基类" alt="NonCopyable" shape="rect" coords="0,0,153,24"/>
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Public 类型</h2></td></tr>
<tr class="memitem:a3d4b726e3b4a6d3bc95dfd80e2ac4974"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_game_world.html#a3d4b726e3b4a6d3bc95dfd80e2ac4974">EngineState</a> { <a class="el" href="class_game_world.html#a3d4b726e3b4a6d3bc95dfd80e2ac4974a75101dcdfc88455bcafc9e53e0b06689">EngineState::running</a>, 
<a class="el" href="class_game_world.html#a3d4b726e3b4a6d3bc95dfd80e2ac4974aec1b81965109165de6b38cd92c1e39f9">EngineState::pause</a>, 
<a class="el" href="class_game_world.html#a3d4b726e3b4a6d3bc95dfd80e2ac4974afb14982288108e1fbd6207ef55f05027">EngineState::destroy</a>
 }</td></tr>
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Public 成员函数</h2></td></tr>
<tr class="memitem:a522631cd4ab9534c5b09af09d8a82c9b"><td class="memItemLeft" align="right" valign="top"><a id="a522631cd4ab9534c5b09af09d8a82c9b"></a>
&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_game_world.html#a522631cd4ab9534c5b09af09d8a82c9b">~GameWorld</a> ()</td></tr>
<tr class="memdesc:a522631cd4ab9534c5b09af09d8a82c9b"><td class="mdescLeft">&#160;</td><td class="mdescRight">析构 <br /></td></tr>
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const <a class="el" href="class_game_world.html#a3d4b726e3b4a6d3bc95dfd80e2ac4974">EngineState</a> &amp;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_game_world.html#a54d9257ebcaef7d3b4896b77864fe531">getWorldState</a> () const</td></tr>
<tr class="memdesc:a54d9257ebcaef7d3b4896b77864fe531"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取引擎状态 <br /></td></tr>
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<a class="el" href="class_i_application_view.html">IApplicationView</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_game_world.html#acfe05d2afbadbccb49fa66b6f73138f9">getAppView</a> () const</td></tr>
<tr class="memdesc:acfe05d2afbadbccb49fa66b6f73138f9"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取程序视图接口 <br /></td></tr>
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<a class="el" href="class_texture_cache.html">TextureCache</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_game_world.html#a7e569ca0cf97e9cb88239acdb17fb24c">getTextureCache</a> () const</td></tr>
<tr class="memdesc:a7e569ca0cf97e9cb88239acdb17fb24c"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取纹理缓存 <br /></td></tr>
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<a class="el" href="class_i_direct_render.html">IDirectRender</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_game_world.html#a134f9856512d8b2186cc7bec154ed16c">getD3dInterface</a> () const</td></tr>
<tr class="memdesc:a134f9856512d8b2186cc7bec154ed16c"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取D3d接口 <br /></td></tr>
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<a class="el" href="class_i_render.html">IRender</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_game_world.html#ad5fb87e34596270d190886f1b8838d60">getRenderInterface</a> () const</td></tr>
<tr class="memdesc:ad5fb87e34596270d190886f1b8838d60"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取渲染接口 <br /></td></tr>
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<a class="el" href="class_application.html">Application</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_game_world.html#a33d61ab6598ea258a220701bd757adb0">getApplication</a> () const</td></tr>
<tr class="memdesc:a33d61ab6598ea258a220701bd757adb0"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取应用程序实例 <br /></td></tr>
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<a class="el" href="class_scheduler.html">Scheduler</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_game_world.html#a3b8918d1404bfeb47e582965c9b7d9dd">getScheduler</a> () const</td></tr>
<tr class="memdesc:a3b8918d1404bfeb47e582965c9b7d9dd"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取调度器 <br /></td></tr>
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<a class="el" href="class_action_manager.html">ActionManager</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_game_world.html#a9e54054c8351d47b1c90f3a8894615ef">getActionManger</a> () const</td></tr>
<tr class="memdesc:a9e54054c8351d47b1c90f3a8894615ef"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取动画管理器 <br /></td></tr>
<tr class="separator:a9e54054c8351d47b1c90f3a8894615ef"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a106b951aadda7e84451a14dfb4bcfbe1"><td class="memItemLeft" align="right" valign="top"><a id="a106b951aadda7e84451a14dfb4bcfbe1"></a>
<a class="el" href="class_ui_core.html">UiCore</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_game_world.html#a106b951aadda7e84451a14dfb4bcfbe1">getUiCore</a> () const</td></tr>
<tr class="memdesc:a106b951aadda7e84451a14dfb4bcfbe1"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取uiCore <br /></td></tr>
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<tr class="memitem:a4d8de8103221ae9886354880b7b7da47"><td class="memItemLeft" align="right" valign="top"><a id="a4d8de8103221ae9886354880b7b7da47"></a>
<a class="el" href="class_audio_manager.html">AudioManager</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_game_world.html#a4d8de8103221ae9886354880b7b7da47">getAudioManager</a> () const</td></tr>
<tr class="memdesc:a4d8de8103221ae9886354880b7b7da47"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取音频管理器 <br /></td></tr>
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<tr class="memitem:a72d4dc7ec6415bb55ecedd4e5b816b9e"><td class="memItemLeft" align="right" valign="top"><a id="a72d4dc7ec6415bb55ecedd4e5b816b9e"></a>
<a class="el" href="class_sprite_frame_cache.html">SpriteFrameCache</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_game_world.html#a72d4dc7ec6415bb55ecedd4e5b816b9e">getDefultSpriteFrameCache</a> () const</td></tr>
<tr class="memdesc:a72d4dc7ec6415bb55ecedd4e5b816b9e"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取默认的精灵帧缓存 <br /></td></tr>
<tr class="separator:a72d4dc7ec6415bb55ecedd4e5b816b9e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a934ed5d29cc6175782d31315ce542bd5"><td class="memItemLeft" align="right" valign="top"><a id="a934ed5d29cc6175782d31315ce542bd5"></a>
<a class="el" href="class_event_manager.html">EventManager</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_game_world.html#a934ed5d29cc6175782d31315ce542bd5">getEventManager</a> () const</td></tr>
<tr class="memdesc:a934ed5d29cc6175782d31315ce542bd5"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取事件管理器 <br /></td></tr>
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<tr class="memitem:a282f0ac18f0e3546373f9202a97021a5"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_game_world.html#a282f0ac18f0e3546373f9202a97021a5">pushScene</a> (const std::shared_ptr&lt; <a class="el" href="class_scene.html">Scene</a> &gt; &amp;scene)</td></tr>
<tr class="memdesc:a282f0ac18f0e3546373f9202a97021a5"><td class="mdescLeft">&#160;</td><td class="mdescRight">压入场景  <a href="#a282f0ac18f0e3546373f9202a97021a5">更多...</a><br /></td></tr>
<tr class="separator:a282f0ac18f0e3546373f9202a97021a5"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a2966d90a6d75995a8e0ceb70b04f85eb"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_game_world.html#a2966d90a6d75995a8e0ceb70b04f85eb">popScene</a> ()</td></tr>
<tr class="memdesc:a2966d90a6d75995a8e0ceb70b04f85eb"><td class="mdescLeft">&#160;</td><td class="mdescRight">弹出一个场景  <a href="#a2966d90a6d75995a8e0ceb70b04f85eb">更多...</a><br /></td></tr>
<tr class="separator:a2966d90a6d75995a8e0ceb70b04f85eb"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a067776c1b636e05b5e166505df48afb7"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_game_world.html#a067776c1b636e05b5e166505df48afb7">replaceScene</a> (const std::shared_ptr&lt; <a class="el" href="class_scene.html">Scene</a> &gt; &amp;scene)</td></tr>
<tr class="memdesc:a067776c1b636e05b5e166505df48afb7"><td class="mdescLeft">&#160;</td><td class="mdescRight">替换当前在运行的场景  <a href="#a067776c1b636e05b5e166505df48afb7">更多...</a><br /></td></tr>
<tr class="separator:a067776c1b636e05b5e166505df48afb7"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8c28e613016e2a296c9d0f5253daad3e"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_scene.html">Scene</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_game_world.html#a8c28e613016e2a296c9d0f5253daad3e">getRunningScene</a> () const</td></tr>
<tr class="memdesc:a8c28e613016e2a296c9d0f5253daad3e"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取当前正在运行的场景  <a href="#a8c28e613016e2a296c9d0f5253daad3e">更多...</a><br /></td></tr>
<tr class="separator:a8c28e613016e2a296c9d0f5253daad3e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a38c9edb6b2cd2fc3400a61f34e432a8a"><td class="memItemLeft" align="right" valign="top"><a id="a38c9edb6b2cd2fc3400a61f34e432a8a"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_game_world.html#a38c9edb6b2cd2fc3400a61f34e432a8a">start</a> ()</td></tr>
<tr class="memdesc:a38c9edb6b2cd2fc3400a61f34e432a8a"><td class="mdescLeft">&#160;</td><td class="mdescRight">开始运行世界 <br /></td></tr>
<tr class="separator:a38c9edb6b2cd2fc3400a61f34e432a8a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af477d77aabdaf6b9ed15ed0446bfef2d"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_game_world.html#af477d77aabdaf6b9ed15ed0446bfef2d">setTimeScale</a> (float scale)</td></tr>
<tr class="memdesc:af477d77aabdaf6b9ed15ed0446bfef2d"><td class="mdescLeft">&#160;</td><td class="mdescRight">设置时间缩放  <a href="#af477d77aabdaf6b9ed15ed0446bfef2d">更多...</a><br /></td></tr>
<tr class="separator:af477d77aabdaf6b9ed15ed0446bfef2d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af115eb27a3c33aca6bae6c78551a30de"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_game_world.html#af115eb27a3c33aca6bae6c78551a30de">getTimeScale</a> () const</td></tr>
<tr class="separator:af115eb27a3c33aca6bae6c78551a30de"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a656fd1fe2d2eb871ec2c479e2b3b84a7"><td class="memItemLeft" align="right" valign="top"><a id="a656fd1fe2d2eb871ec2c479e2b3b84a7"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_game_world.html#a656fd1fe2d2eb871ec2c479e2b3b84a7">setEnableDebugWidget</a> (bool enable=true)</td></tr>
<tr class="memdesc:a656fd1fe2d2eb871ec2c479e2b3b84a7"><td class="mdescLeft">&#160;</td><td class="mdescRight">关闭调试窗口 <br /></td></tr>
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<tr class="inherit_header pub_methods_class_non_copyable"><td colspan="2" onclick="javascript:toggleInherit('pub_methods_class_non_copyable')"><img src="closed.png" alt="-"/>&#160;Public 成员函数 继承自 <a class="el" href="class_non_copyable.html">NonCopyable</a></td></tr>
<tr class="memitem:a501d34ffcc34b30de6d541887a901057 inherit pub_methods_class_non_copyable"><td class="memItemLeft" align="right" valign="top"><a id="a501d34ffcc34b30de6d541887a901057"></a>
&#160;</td><td class="memItemRight" valign="bottom"><b>NonCopyable</b> (const <a class="el" href="class_non_copyable.html">NonCopyable</a> &amp;)=delete</td></tr>
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&#160;</td><td class="memItemRight" valign="bottom"><b>NonCopyable</b> (<a class="el" href="class_non_copyable.html">NonCopyable</a> &amp;&amp;)=delete</td></tr>
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<tr class="memitem:ad3b97d1f1e22a24e59619f01c5f81ad9 inherit pub_methods_class_non_copyable"><td class="memItemLeft" align="right" valign="top"><a id="ad3b97d1f1e22a24e59619f01c5f81ad9"></a>
<a class="el" href="class_non_copyable.html">NonCopyable</a>&#160;</td><td class="memItemRight" valign="bottom"><b>operator=</b> (const <a class="el" href="class_non_copyable.html">NonCopyable</a> &amp;)=delete</td></tr>
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<a class="el" href="class_non_copyable.html">NonCopyable</a>&#160;</td><td class="memItemRight" valign="bottom"><b>operator=</b> (<a class="el" href="class_non_copyable.html">NonCopyable</a> &amp;&amp;)=delete</td></tr>
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Protected 成员函数</h2></td></tr>
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&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_game_world.html#a681994123c12833d43c957d6cfb33765">GameWorld</a> ()</td></tr>
<tr class="memdesc:a681994123c12833d43c957d6cfb33765"><td class="mdescLeft">&#160;</td><td class="mdescRight">构造 <br /></td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_game_world.html#ae01f4834612ad2b0dba5bf00f6d1c5a8">drawScene</a> ()</td></tr>
<tr class="memdesc:ae01f4834612ad2b0dba5bf00f6d1c5a8"><td class="mdescLeft">&#160;</td><td class="mdescRight">渲染场景 <br /></td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><b>renderScene</b> ()</td></tr>
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bool&#160;</td><td class="memItemRight" valign="bottom"><b>init</b> (<a class="el" href="class_i_direct_render.html">IDirectRender</a> *d3d, <a class="el" href="class_i_render.html">IRender</a> *render, <a class="el" href="class_i_application_view.html">IApplicationView</a> *app_view, <a class="el" href="class_application.html">Application</a> *app)</td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><b>end</b> ()</td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><b>mainLoop</b> (double dt)</td></tr>
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友元</h2></td></tr>
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class&#160;</td><td class="memItemRight" valign="bottom"><b>Application</b></td></tr>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="inherited"></a>
额外继承的成员函数</h2></td></tr>
<tr class="inherit_header pub_static_methods_class_singleton"><td colspan="2" onclick="javascript:toggleInherit('pub_static_methods_class_singleton')"><img src="closed.png" alt="-"/>&#160;静态 Public 成员函数 继承自 <a class="el" href="class_singleton.html">Singleton&lt; GameWorld &gt;</a></td></tr>
<tr class="memitem:ac7b8bd773889a70952cd00654e43bbe8 inherit pub_static_methods_class_singleton"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_game_world.html">GameWorld</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_singleton.html#ac7b8bd773889a70952cd00654e43bbe8">getInstance</a> ()</td></tr>
<tr class="memdesc:ac7b8bd773889a70952cd00654e43bbe8 inherit pub_static_methods_class_singleton"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取单例对象的实例  <a href="class_singleton.html#ac7b8bd773889a70952cd00654e43bbe8">更多...</a><br /></td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">详细描述</h2>
<div class="textblock"><p>游戏世界 </p>
<p>该类时引擎各个模块的中介者，也是游戏引擎的核心。可以通过该类获取其他各个模块的实例。 </p>
</div><h2 class="groupheader">成员枚举类型说明</h2>
<a id="a3d4b726e3b4a6d3bc95dfd80e2ac4974"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a3d4b726e3b4a6d3bc95dfd80e2ac4974">&#9670;&nbsp;</a></span>EngineState</h2>

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          <td class="memname">enum <a class="el" href="class_game_world.html#a3d4b726e3b4a6d3bc95dfd80e2ac4974">GameWorld::EngineState</a></td>
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<tr><th colspan="2">枚举值</th></tr><tr><td class="fieldname"><a id="a3d4b726e3b4a6d3bc95dfd80e2ac4974a75101dcdfc88455bcafc9e53e0b06689"></a>running&#160;</td><td class="fielddoc"><p>运行 </p>
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<tr><td class="fieldname"><a id="a3d4b726e3b4a6d3bc95dfd80e2ac4974aec1b81965109165de6b38cd92c1e39f9"></a>pause&#160;</td><td class="fielddoc"><p>暂停 </p>
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<tr><td class="fieldname"><a id="a3d4b726e3b4a6d3bc95dfd80e2ac4974afb14982288108e1fbd6207ef55f05027"></a>destroy&#160;</td><td class="fielddoc"><p>销毁 </p>
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<h2 class="groupheader">成员函数说明</h2>
<a id="a8c28e613016e2a296c9d0f5253daad3e"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a8c28e613016e2a296c9d0f5253daad3e">&#9670;&nbsp;</a></span>getRunningScene()</h2>

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          <td class="memname"><a class="el" href="class_scene.html">Scene</a>* GameWorld::getRunningScene </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const</td>
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<p>获取当前正在运行的场景 </p>
<dl class="section return"><dt>返回</dt><dd>Scene* </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#af115eb27a3c33aca6bae6c78551a30de">&#9670;&nbsp;</a></span>getTimeScale()</h2>

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          <td class="memname">float GameWorld::getTimeScale </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const</td>
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<dl class="section return"><dt>返回</dt><dd>float 获取当前的缩放系数 </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a2966d90a6d75995a8e0ceb70b04f85eb">&#9670;&nbsp;</a></span>popScene()</h2>

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          <td class="memname">void GameWorld::popScene </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
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<p>弹出一个场景 </p>
<dl class="section return"><dt>返回</dt><dd>void </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a282f0ac18f0e3546373f9202a97021a5">&#9670;&nbsp;</a></span>pushScene()</h2>

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          <td class="memname">bool GameWorld::pushScene </td>
          <td>(</td>
          <td class="paramtype">const std::shared_ptr&lt; <a class="el" href="class_scene.html">Scene</a> &gt; &amp;&#160;</td>
          <td class="paramname"><em>scene</em></td><td>)</td>
          <td></td>
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<p>压入场景 </p>
<dl class="params"><dt>参数</dt><dd>
  <table class="params">
    <tr><td class="paramname">const</td><td>std::shared_ptr&lt;Scene&gt;&amp; scene 场景 </td></tr>
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  </dd>
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<dl class="section return"><dt>返回</dt><dd>bool </dd></dl>

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<a id="a067776c1b636e05b5e166505df48afb7"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a067776c1b636e05b5e166505df48afb7">&#9670;&nbsp;</a></span>replaceScene()</h2>

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          <td class="memname">void GameWorld::replaceScene </td>
          <td>(</td>
          <td class="paramtype">const std::shared_ptr&lt; <a class="el" href="class_scene.html">Scene</a> &gt; &amp;&#160;</td>
          <td class="paramname"><em>scene</em></td><td>)</td>
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<p>替换当前在运行的场景 </p>
<dl class="params"><dt>参数</dt><dd>
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    <tr><td class="paramname">const</td><td>std::shared_ptr&lt;Scene&gt; &amp; scene </td></tr>
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  </dd>
</dl>
<dl class="section return"><dt>返回</dt><dd>void </dd></dl>

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<a id="af477d77aabdaf6b9ed15ed0446bfef2d"></a>
<h2 class="memtitle"><span class="permalink"><a href="#af477d77aabdaf6b9ed15ed0446bfef2d">&#9670;&nbsp;</a></span>setTimeScale()</h2>

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          <td class="memname">void GameWorld::setTimeScale </td>
          <td>(</td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>scale</em></td><td>)</td>
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<p>设置时间缩放 </p>
<dl class="params"><dt>参数</dt><dd>
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    <tr><td class="paramname">float</td><td>scale 缩放系数 默认为 1 </td></tr>
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<dl class="section return"><dt>返回</dt><dd>void </dd></dl>

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</div>
<hr/>该类的文档由以下文件生成:<ul>
<li>C:/code/SkyGameEngine2d/src/base/<a class="el" href="_game_world_8h_source.html">GameWorld.h</a></li>
</ul>
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